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PS V2, Prologue 2: Cards

Wow, I didn’t expect to take this long just to talk about my Achievement rewards. But I’m gonna keep going anyway, because I’ve already done more than half of it so far.

“Heirless” as you can imagine, gave me something related to kids. No, not just related to kids. It’s literally kids.

[Creature: Human Orphans
Type: Unit
Rarity: Uncommon
Mana Cost: 2
Description: Summons 4 to 10 human children from war torn countries around Earth, throughout history. Their ages vary from newborn babies to teenagers. Their physical and mental conditions vary greatly. Some are crippled or insane, while others are future athletes or geniuses. They can grow and develop into their own individual cards if given enough Server Time.]

I can’t really imagine a situation where I would play that card, or even be able to keep it in my deck. Regardless, I’ve gotten a ton of Uncommon cards lately, so I could use them to create some Rares.

This was probably the dumbest Achievement I earned for dying, but “Miserable Man” did give be an interesting card.

Yet another card that I can sacrifice for a Rare. “Reality Breaker” on the other hand, gave me something really awesome… And terrifying.

[Spell: Natural Disaster Magnet
Type: Passive
Rarity: Rare
Mana Cost: 10
Mana Upkeep per Day: 24
Description: The Summoner will become a beacon for natural disasters of all kinds. However, they will also become extremely adept at surviving and avoiding disasters. Thus, protecting themselves, while endangering everyone else around them.]

It’s such a powerful Spell, but also super expensive. I guess if it was Epic, it’d probably cost half as much Mana. “Negative 750k” did give me an Epic though.

[Spell: Random Animal Generator
Type: Passive
Rarity: Epic
Mana Cost: 4
Mana Upkeep per Day: 6
Description: Creates a portal in the designated location, which can periodically Summon randomly generated animals from Earth. The size of the animals is determined by the portal. Depending on the mass of the animal, the amount of Mana required to Summon it will change. Thus, larger animals will usually require much more time to Summon. The largest animal that can be Summoned from Earth is the Blue Whale. Prehistoric animals will not be Summoned.]

Depending on the situation, this could be really useful. Either to sell them for money or slaughter them for food, it’d be great for surviving shitty situations. Obviously I won’t be the one doing that though. Michael probably wouldn’t mind. He enjoys killing people so much, animals should be just as good…

Anyway, the final card was also the highest Rarity I had ever gotten!

[Spell: Homecoming
Type: Supportive
Rarity: Legendary
Mana Cost: 11
Description: Transcend Servers and pesky ‘Bans’ with this nifty Spell. The Summoner, along with all of their current Summons, will all be instantly transported ‘Home’. Of course, home is a very vague and subjective concept, so this card has very few limitations.]

Unfortunately, with my current strength, I wouldn’t be able to defy the Moderators and Admins. So for the time being, I can’t go ‘home’. It’s still a really awesome card though.

Now it’s time to open my two Arcana’s Games packs. I won’t go through and talk about each individual card though, ‘cause that’d take forever. I’ll just talk about them afterwards I guess?

[Spell: Lesser Arcane Resurrection
Type: Supportive
Rarity: Trash
Mana Cost: 7
Description: The Summoner can choose any Creature card in the graveyard and return it to their hand. If the card costs less than 6 Mana, then they can play it immediately for free. If they can’t play it immediately or decide not to play the card immediately, then they can choose a second Creature card from the graveyard to return to their deck.]

[Spell: Lesser Arcane Empowerment
Type: Supportive
Rarity: Trash
Mana Cost: 7
Description: Summons 5 dice, each with six sides and numbered from 1 to 6. The Summoner casts all dice at the same time and receives Mana, equivalent to the combined numbers of all dice.]

[Spell: Arcane Roulette
Type: Passive
Rarity: Trash
Mana Cost: 7
Description: Summons a magical roulette wheel with 6 possible outcomes. 5% chance of the Summoner dying. 5% chance of the Summoner and all their currently active cards being completely healed and/or repaired. 10% chance of a random Arcana’s Games card being rewarded. 20% chance of all cards in the graveyard being returned to the deck. 20% chance of gaining 1 experience point. 40% chance of the Summoner gaining 6 Mana and drawing a card to their hand.]

[Item: Arcane Copper Coins
Type: Consumables
Rarity: Common
Mana Cost: 7
Description: Summons 5 to 20 magical copper coins from the planet Arcana. 100 copper coins are equivalent in value to 1 silver coin on the planet Arcana. Made from pure Arcane Mana and able to be transformed back into Mana again. Each Arcane Copper Coin can be converted into 1 Mana. These coins are often used as currency and also fuel to power magical artifacts.]

[Item: Arcane Powder
Type: Consumables
Rarity: Common
Mana Cost: 7
Description: Summons 5 to 20 grams of solidified and granulated Arcane Mana. This is a very potent hallucinogen, but also allows a person to more easily reach the state of Arcane Enlightenment. When in the state of Arcane Enlightenment, Mana regeneration will increase by 1000%. Unfortunately, there are also many harmful side effects. However, 1 gram of Arcane Powder can also be sacrificed for 1 Mana by the Summoner. It can also be used as a very effective medicine to cure Mana Deprivation Sickness. A severe consequence of overusing Mana, which many Mages and Sorcerers suffer from.]

[Item: Arcane Crystalline Arrows
Type: Consumables
Rarity: Common
Mana Cost: 7
Description: Summons 10 to 20 arrows made from pure Arcane Mana Crystal, with Mithril broadheads. The Arcane Mana Crystal shafts allow the wielder to imbue the projectile with various magical properties, while the Mithril arrowheads are able to easily transfer the stored magical spell or effect, into the target’s body. The size of the arrows will change depending on the bows that are in play.]

[Structure: Arcane Watchtower
Type: Fortification
Rarity: Uncommon
Mana Cost: 7
Description: Summons a large crystalline tower, made from condensed Arcane Mana. There is only a single room at the very top of the 20 meter tall structure. From this vantage point, it is extremely easy to attack distant enemies with magical spells or simple archery. However, the true value of the Arcane Watchtower is in its ability to pull in Mana from the surrounding environment. While staying within the room of the tower, Mana and Health will regenerate at least 100% faster, up to a maximum of 500%.]

[Spell: Greater Arcane Empowerment
Type: Supportive
Rarity: Uncommon
Mana Cost: 7
Description: Summons 7 dice, each with six sides and numbered from 1 to 6. The Summoner casts all dice at the same time and receives Mana, equivalent to the combined numbers of all dice.]

[Item: Michael’s Arcane Siegeblade
Type: Equipment
Rarity: Rare
Mana Cost: 7
Description: Summons a huge crystalline greatsword, which can only be used by Michael Cinagra or the Summoner. The Arcane Siegeblade is 2 meters long, excluding the 60 centimeter hilt. It is 30 centimeters wide and considerably thick as well. It increases wielder’s Strength, Endurance, and Vitality by 2 and increases Intelligence/Wisdom by 1. Deals Arcane damage
upon contact with the enemy and raises Attack Rating by 50. Each point of Aura can increase
or decrease the weight by 1 kilogram. This magical weapon can be stored within the body of the person who has Equipped it, able to be Summoned and Unsummoned at any time, without the use of excess Mana. However, it does require a considerable amount of Mana from the wielder to utilize properly.]

Coins, drugs, arrows, a giant tower and a big-ass magical sword. Everything else is just a more expensive and powerful version of things I already got from the last pack. Still pretty good though. At least there were no pigeons or dildos.

6 thoughts on “PS V2, Prologue 2: Cards”

hi mike do you remember the super girl dream post do you know where it is? I want reread my old post of when i suggested the ability Natural Disaster Magnet (forlornly know as Natural Disaster Magnetism) to bad you didn’t add the cannot be removed by any natural, Supernatural or scientific Force